Er... never mind on this. The implementation I was looking at relied on binding and unbinding buffers at paint time.
Oops, -- Raul On Sat, Feb 29, 2020 at 10:19 AM Raul Miller <rauldmil...@gmail.com> wrote: > > The code I was looking at freed the buffers during initialization (before any > paint operations). That might work better if there's no additional buffers > being created, but it's probably not ideal. > > Do you have anything like that in your code? > > Thanks, > > -- > Raul > > On Sat, Feb 29, 2020 at 12:41 AM Thomas McGuire <tmcguir...@gmail.com> wrote: >> >> I added your tetrahedron object data into my test file for shader.ijs. The >> goal was to get a tetrahedron and a cube up there rotating. What I got was 2 >> badly formed tetrahedron rotating. I had thought from my reading that the >> shader should keep these entities distinct. >> >> I don’t know why I can’t keep the shapes distinct. I have a feeling the vbo >> buffer is not working the way I think it is. Or the kernel needs a different >> vertex/color variable for each object. >> >> I tried changing the definition of the tetrahedron a bit. I suspect that it >> has to do with the shuffling of the vertex data to create the faces. But I >> can’t come up with the right vertex ordering to make the faces line up either >> >> Tom McGuire >> >> > On Feb 28, 2020, at 2:09 PM, Brian Schott <schott.br...@gmail.com> wrote: >> > >> > Thomas, >> > >> > I agree with Bill that this is a great step forward in understanding how to >> > use opengl. >> > >> > My main interest is in doing a turtle graphics app which enables multiple >> > turtles to appear on the screen. In the previous version I had to keep >> > track of the position and heading of each turtle for each of the user's >> > moves. >> > I am mostly thinking of your use of glu_Lookat to translate the turtle and >> > rotate the turtle. I am toying with the idea of replacing the Eye in >> > glu_Lookat >> > with the current turtle's heading. But I really need to think about this >> > more and could use any ideas you have. >> > >> > Of course I am still struggling with painting the faces of the tetrahedrons >> > as solid colors. They are my tentative turtles. I am now wondering if my >> > problem is related to the use of four-element color vectors instead of >> > three element. I have not found any description of how to set those things >> > in the kernel as you seem to have done. And does this setting conflict with >> > the attribute setting that I changed from 3 to 4? >> > (B=) >> > >> >> ---------------------------------------------------------------------- >> For information about J forums see http://www.jsoftware.com/forums.htm ---------------------------------------------------------------------- For information about J forums see http://www.jsoftware.com/forums.htm